We've recently created two new forums: Bug Reports, and Suggestions and Feedback.

While we'll likely read all the discussions posted in all the forums, we may not be able to respond to every post as the game grows. Posting in the correct forum will make it easier for us to prioritize the important stuff.

Do you have a cool idea for an item or spell? Maybe you have a better idea for how a monster should be balanced? Feel free to suggest it to us here. Additionally, this is a good place to put all of your general feedback you want devs to know about.

i love this game hands down :D. but i feel like the charactors are rather similiar and alot of the skills are kinda pointless :( at the starting lvl. for example the knight- i feel he should start with the block function and putting a point into it at lvl1 should give me the ability to attack while blocking(at reduced damage of course). blocking shouldnt prevent damage but lower the amount of damage recieved. also i would really like to attack in all directions at lvl1 just dont understand whats stoping me !.....rogues should be able to graple to walls and mages should have magic shields. bosses should have indicaters of when there going to do a special attack. still love teh game and looking forward to changes in the future :D also on a side note why doesnt armor affect your movement speed? which would make knights slow and tanky and rogues fast and nimble.

Vengful, firstly you shouldn't get all the abilities in the beginning because of possible challenge runs that people want to do (no level-ups on deprived or something) and those kinds of advantages should be optional. Besides, it's more interesting to have to choose between some of the basic skills which are all important; it creates more room for strategies and stuff.

The devs are doing a great job thus far in terms of the general direction of the game. I'll keep on playing the game some more until I can give constructive feedback.

yea i can understand your view. how ever the game feels very unforgiving, to the point where its just not fun to play. that has to change so ill agree with you the game should have its challenges but that doesnt mean that the game should fall short on risk vs reward. i like the game but it feels bland really bland. all im asking is that they stick to the basics. people like teh basic and they work. games like elderscrolls, diablo2, the binding of isaac(for the love of god look into your starting controls they are so bad) D&D. the list goes on. give me that hard core game with great gear custamization and wirth while talent point slots. devys your doing great look forward to any changes you make :D.

ps: why dont mages start with two spells an offinsive and a deffensive?

Vagante has some amazing quality to it but over all the game leaves me wanting more...so much more. Now i dont feel the game lacks in machanics or difficulty. Those are spot on and i love it and want to see more of it. ex: stopping fire damage with a pool of water :D However the gear system and the skill trees have me scratching my head in confusion....Vagante obviously has some genius behind it. So why the horrible direction with those two things?

SKILL TREES/GEAR

What the game has in place right now is fine and it works(some what). But to be honest SKILL TREES are boring and almost change nothing untill you put 2 or more points in. Not to mention you lock basic functions away through this system! :( ex:being abil to jump with a bow or swing down with a sword. Now i understand you want the game to be hard and even fustrating at times and im cool with that. However it harms the gameplay and feel of the game. Which causes some enemies to feel unbalanced or out right cheep. All im saying is try it out.

Instead i propose that you take some gear perks like wall grabing, double jump, shield reflect, berserk etc.... and place those into the SKILL TREES. that way the player has more choice how the char acts and doesn't leave it to RNGESUS to find gear with a specific perk on it. also i feel that adding basic stats to some perks would be nice. ex archory why doesnt it give one dex? or at least make it so it impoves draw back time. Just little fixes that when added up change the game in a big way.

Now this would leave gear at a loss. other then the stat boost why would you want it? Instead i propose gear depending on its type give certain bonuses. heavy plate always gives defence, leathers always give evasion, and silk increased mana regen. As well giving them a weighted feel. so that some one in all plate moves slower then say a rogue in all leather.

I hope this is helpfull and please try it out if at all possible. i think this would emprove the game and allow the developers to create more complex enemies and level layouts. remember this is just a suggestion if you like it cool if you dont toss it in the trash. I love the game and i want to see it shine that is all.

Vagante has some amazing quality to it but over all the game leaves me wanting more...so much more. Now i dont feel the game lacks in machanics or difficulty. Those are spot on and i love it and want to see more of it. ex: stopping fire damage with a pool of water :D However the gear system and the skill trees have me scratching my head in confusion....Vagante obviously has some genius behind it. So why the horrible direction with those two things?

SKILL TREES/GEAR

What the game has in place right now is fine and it works(some what). But to be honest SKILL TREES are boring and almost change nothing untill you put 2 or more points in. Not to mention you lock basic functions away through this system! :( ex:being abil to jump with a bow or swing down with a sword. Now i understand you want the game to be hard and even fustrating at times and im cool with that. However it harms the gameplay and feel of the game. Which causes some enemies to feel unbalanced or out right cheep. All im saying is try it out.

Instead i propose that you take some gear perks like wall grabing, double jump, shield reflect, berserk etc.... and place those into the SKILL TREES. that way the player has more choice how the char acts and doesn't leave it to RNGESUS to find gear with a specific perk on it. also i feel that adding basic stats to some perks would be nice. ex archory why doesnt it give one dex? or at least make it so it impoves draw back time. Just little fixes that when added up change the game in a big way.

Now this would leave gear at a loss. other then the stat boost why would you want it? Instead i propose gear depending on its type give certain bonuses. heavy plate always gives defence, leathers always give evasion, and silk increased mana regen. As well giving them a weighted feel. so that some one in all plate moves slower then say a rogue in all leather.

I hope this is helpfull and please try it out if at all possible. i think this would emprove the game and allow the developers to create more complex enemies and level layouts. remember this is just a suggestion if you like it cool if you dont toss it in the trash. I love the game and i want to see it shine that is all.

I agree that there should be a few more defined abilities in the skill trees like "wall grabbing" - skills normally found as gear abilities. But this post probably belongs in the "suggestion" section as described above. The Devs don't look here for feedback.

The first level of the Rouge’s Shadow ability is a great example of how that idea can play out. You can decide right off the bat how the Rouge character will play and it plays WAY differently if you’re going through the levels in stealth. I would like it if I had similar choices with other classes.

I don't know whether this is normal or a bug, but upon getting an item that lets you jump infinitely if you time it right i tried jumping off a ledge and i couldn't jump in mid air despite hitting the jump button several times before hitting the ground.Thanks for your attention

Warning: All translated by Google Translate, I hope it will be appreciated for early apologize for ignorance.

For a start, it would be possible to add more monsters to diversity at lower levels, such as trolls, spiders what a chimera, etc. Different levels and a variety of monsters under these levels though it is possible to calculate what the monsters on this level.

You can also make various sekretki and secret levels that will not be so easy to find and to this are various interactions with the level for example: pressure plates that need to be activated to open the secret door to the treasury or secret shop and sometimes even a secret boss. You can also do with levers and picking up stones in the statue of the different beams to be reflected to a certain activator sekretki.Esche interesting is if you enter a kind of puzzle that would be your main goal was not only to kill but to think of what to get what a little thing, or do not guess and whisk with those who think, a natural response or hint to solving the puzzle must be urovne.Chto affect the complete study of the catacombs from the beginning to the end.

Celebrities and their pumping, yes of course 3-4 characters can be enough but if it's all the same society, I think it would be desirable to more classes and a variety of characters from the floor to the race with certain qualities such as: Elves or any subspecies of people can be well even its something pridumat.A classes: Archer, the Druids (more magic), and, again, you can come up with something to svoe.Pereydu pumping, pumping should not be boring, that it was possible to pump in different ways, and the effect was different too, and of course will have to introduce more skills but it is advisable to leave them inactive or used as the disappearance from the "rogue."

As for items, items must be many that would be long enough to be surprised with the objects selected veschi.Vzaimodeystvy also desirable .Zacharovanie would be nice.

Ideas I certainly have more than enough so you can not even read what but if I ever helped I'm glad, because such projects and excellent creators also excellent if taken for that.

This might have been brought to the devs' attention, but would it be possible for the chain lightning NOT to jump to non-hostiles? It's rather annoying when it strikes an enemy and then jumps to a shopkeeper...

I'd also really appreciate the possibility to set at least a couple of hotkeys for consumables (mainly potions), navigating through the menu to find a regeneration potion when you're down on health and burning is not nice at all.

Another suggestion (although this one might be much more difficult to code): a seed system similar to the one seem in Binding of Isaac Rebirth, that way, players could retry and share their favorite runs (with achievements and unlockables disabled, of course).

Welp so I found out that the game doesnt like High Jump Boots and Jump Scroll together. I was in a multiplayer game with a friend and I used the scroll which turned out to be a jump scroll. The instant I jump I went flying and crashed instantly. My friend said I was flying in his screen though lol.